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Author Topic: GVHv2b5 released  (Read 9376 times)

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October 30, 2009, 03:16:33 PM
Reply #15

Offline ThaMarine

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Re: GVHv2b5 released
« Reply #15 on: October 30, 2009, 03:16:33 PM »
IM PISD NAO.. I have to report something.

You can't hear the Creeper anymore, I know. I tested it. I turned the music off and I stil couldn't hear the Creeper who was right next to me.

Cutman, if you did this unintentionately or if it is a bug, please fix it. If it's not (if you did this intentionately), then... in the name of balance, I order you to undo that.

October 30, 2009, 03:29:59 PM
Reply #16

Offline ThaMarine

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Re: GVHv2b5 released
« Reply #16 on: October 30, 2009, 03:29:59 PM »
Update: Right now, I think fire arrows are underpowered against Sjas (I shot one guy 2 times directly and a few times with magic, but he still lived long enough to kill me). One more thing, did u make the Creeper more transparent, Cutty?

EDIT (because I don't want to triple post):

My comment on the new beta:

Well, after a few hours of playing I decided to review GvH v2b5.

The new abilities for humans are great as ideas, but not so greatly implemented in gamplay.

First, the Marine machinegun seems okay, and grenade distance throw is a good idea to "refresh" the Marine, but honestly, it will take time to get used to when the grenade booms if you hold it too long. My idea is: either make some times sound that accelerates over time so we know when does it *boom* if you hold it for too long, or make a sprite of holding the grenade and a visual indicator (a timer).

The Hunter. Hunter is the class that has been a subject to many changes. Some of them turned out well, some have not...

The ice and fire magic attacks visually seem powerful, but what I realised is that the original attack (normal arrows) is more effective. Now, the "controversial" lightning magic teleporting. Although the teleporting ability was a great idea, it is too effective. The delay after using the magic is slightly too short. Now, I know Cutman had good intentions by nerfing the fire arrows, but I think they're underpowered now. I think it is great that Cutman has lowered the damage radius, but nerfing the direct hit damage? Why?

And at last... the Cyborg...

The Cyborg hasn't lived through a lot of changes in beta 5, but the new changes are awesome, but I hoped you could dash left and right, but I suppose that would overpower him...

--------------------------------------------------

The new HUD is great, as before I couldn't decide whether to use the big or the small HUD (as the small HUD had info about grenades, and the big one had info about frags).

Two things I think you should do Cutman are: undoing the Creeper changes and slightly sizing up the Sjas hitbox.

In a conclusion, I believe the new Beta is for some reason terribly/horribly/absolute fail unbalanced in the favour of the Ghouls (or the Ghoul players suddenly became all pros), but that is something that is acceptable since there are many gameplay changes.

Waiting for GvHv2b6 for more balance.

October 30, 2009, 05:05:41 PM
Reply #17

Offline Possesed

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Re: GVHv2b5 released
« Reply #17 on: October 30, 2009, 05:05:41 PM »
Is it just me or is the marine shotgun stronger?

Once i made a charge as jitter and came up a little short, then the marine fired his shotgun doing 110-130 damage

Also once i was about 3 times the distance of sjas scream redius away from a marine he fired a shotgun shell and it did 96 damage.

A similar thing happened to sjas (in one of the really (beta 2-3) old betas) where he went reallly fast due to a skulltag version change maybe its happened with 98A?

Quote from: "ThaMarine"
but I hoped you could dash left and right, but I suppose that would overpower him...

You can  just strafe/turn in the direction you want to go, do the usual double tap then your away (though i find it responds less when you try to go sideways)

October 30, 2009, 05:52:19 PM
Reply #18

Offline Wartorn

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Re: GVHv2b5 released
« Reply #18 on: October 30, 2009, 05:52:19 PM »
Quote from: "Possesed"
Is it just me or is the marine shotgun stronger?
Yeah, it feels a hell of a lot stronger now. It's hard to counter a bitch on that shitty Aztec map.

October 30, 2009, 05:57:49 PM
Reply #19

Anonymous

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« Reply #19 on: October 30, 2009, 05:57:49 PM »
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October 30, 2009, 07:07:32 PM
Reply #20

Offline Frits

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Re: GVHv2b5 released
« Reply #20 on: October 30, 2009, 07:07:32 PM »
Quote from: "Possesed"
Quote from: "ThaMarine"
but I hoped you could dash left and right, but I suppose that would overpower him...
You can  just strafe/turn in the direction you want to go, do the usual double tap then your away (though i find it responds less when you try to go sideways)

Same goes for me here, i find dodging sideways tricky and sometimes unresponsive. Maby because it needs to send info to the server?

October 30, 2009, 09:38:43 PM
Reply #21

Offline Possesed

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Re: GVHv2b5 released
« Reply #21 on: October 30, 2009, 09:38:43 PM »
Maybe its just a bit buggy because i've seen stuff like weapons attack differantly depending on wether you are moving forward, backward or standing still but i haven't seen it done with strafing

October 31, 2009, 03:47:21 AM
Reply #22

Offline Mobius

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Re: GVHv2b5 released
« Reply #22 on: October 31, 2009, 03:47:21 AM »
Quote from: "Wartorn"
shitty Aztec map.

Fuck you, Wartorn ;[ that map is awesome.

Joking aside, that map is one of the most balanced maps for gvh. You have cover, a imbalanced corridor for spam abuse, a room with a bunch of obstacles, a bridge for sjas exploiting (something I like to do sometimes), hiding spots, forest, open areas..

and it's big enough for 32. Idealistically, it's one of the better maps.

Now the worst map is a map filled with lamps, poles, and other stuff in the way. That's right, gvh12 (Urban Decay) I am talking about you.

October 31, 2009, 10:24:18 AM
Reply #23

Offline Frits

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Re: GVHv2b5 released
« Reply #23 on: October 31, 2009, 10:24:18 AM »
Quote from: "Wartorn"
shitty Aztec map.

Yes, especially because it has no stairs :>

October 31, 2009, 03:12:24 PM
Reply #24

Offline Wartorn

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Re: GVHv2b5 released
« Reply #24 on: October 31, 2009, 03:12:24 PM »
I knew someone was gonna quote me on that :p

October 31, 2009, 04:35:18 PM
Reply #25

Offline TERRORsphere

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Re: GVHv2b5 released
« Reply #25 on: October 31, 2009, 04:35:18 PM »
The Aztec map is too darn dark! Think about the software users will you?

October 31, 2009, 04:46:03 PM
Reply #26

Offline ThaMarine

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Re: GVHv2b5 released
« Reply #26 on: October 31, 2009, 04:46:03 PM »
I don't like how they darkened the game on OBLACEK. I have to turn the gamma all the way up to actaully see something and then it looks fucking ugly.

October 31, 2009, 05:45:02 PM
Reply #27

Offline Qent

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Re: GVHv2b5 released
« Reply #27 on: October 31, 2009, 05:45:02 PM »
Yeah, some people (including Cutman) think that makes it fair, since that's how non-GL users see.

October 31, 2009, 06:14:05 PM
Reply #28

Offline Mobius

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Re: GVHv2b5 released
« Reply #28 on: October 31, 2009, 06:14:05 PM »
Quote from: "everyone"
PISS WAAAAAAAAAAAAAN IT'S TOO DARK!

I play skulltag on nothing but software mode with gamma on 2.7. It isn't that dark at all. The only class that can get away with anymore is creepers. The rest of the other classes is visible enough to get pummeled. Lots of open areas where marines and hunters can rape sjas and jitters.

>;[ You guys

October 31, 2009, 06:16:58 PM
Reply #29

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« Reply #29 on: October 31, 2009, 06:16:58 PM »
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